Weel Naxel, aasimar oracle
"OwwwwWWW!" Weel calls out as he falls down and falls heavily on multiple spikes. There is a wild chittering about him as he tries to regain his breath. He pushes himself up with a hiss and a wince.
"I definitely want to talk to whoever it is that doesn't understand how floors are supposed to work," he mutters, then examines his wounds. "And blood is supposed to stay on the inside. I'm sure I remember that much. Maui? Are you and kitty all right?"
The broad shouldered man finds himself momentarily distracted, however, as he glances away, adding. "It's not a soft landing, but you know, there's a hallway down here," he tells the others who haven't his ability to see in the dark.
[sblock=ooc]Two things:
- SK, Weel's HP went up when he levelled. I'm sorry, I forgot to mention it when he got approved and I updated his mini-stats. I think what I've got now should be correct from my reading on the damage.
- Is moving through the spikes simply difficult terrain, or does it require more Reflex saves to avoid further damage? If the latter, would Freedom of Movement mitigate that?
I'll hold off actual actions for Weel until I figure out how the spikes interact with movement.[/sblock]
[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 23
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 vs. evil descriptor / evil outsiders
Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach
Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn
Iron Weapon (9 minutes, +1 cold iron): 5/6 Remaining
Bracer auto take 10: 1/1 remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]
"OwwwwWWW!" Weel calls out as he falls down and falls heavily on multiple spikes. There is a wild chittering about him as he tries to regain his breath. He pushes himself up with a hiss and a wince.
"I definitely want to talk to whoever it is that doesn't understand how floors are supposed to work," he mutters, then examines his wounds. "And blood is supposed to stay on the inside. I'm sure I remember that much. Maui? Are you and kitty all right?"
The broad shouldered man finds himself momentarily distracted, however, as he glances away, adding. "It's not a soft landing, but you know, there's a hallway down here," he tells the others who haven't his ability to see in the dark.
[sblock=ooc]Two things:
- SK, Weel's HP went up when he levelled. I'm sorry, I forgot to mention it when he got approved and I updated his mini-stats. I think what I've got now should be correct from my reading on the damage.
- Is moving through the spikes simply difficult terrain, or does it require more Reflex saves to avoid further damage? If the latter, would Freedom of Movement mitigate that?
I'll hold off actual actions for Weel until I figure out how the spikes interact with movement.[/sblock]
[sblock=mini-stats]Weel Naxel
Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 23
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 vs. evil descriptor / evil outsiders
Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
In Hand: Iron Weapon (Greatsword)
Common Attacks:
(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach
Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn
Iron Weapon (9 minutes, +1 cold iron): 5/6 Remaining
Bracer auto take 10: 1/1 remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]